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D&D 5E 5th Edition -- Caster Rule, Martials Drool?

Actually, I wonder why people see the necessity to sprinkle such abilities through the mundane classes
What I believe the argument for more versatile fighters is about is taking some of the more nebulous aspects of fighter that succeed or fail at the DM's whim (which can be good or bad, depending on the DM), and giving those expression in the rules. Doing so also could be seen as an imagination tool to inspire fighter players...just as spell descriptions can inspire wizard players.

You might not agree, but what I've just described is an entirely legitimate position.

<snip>

In the past, players expected that if they were beginners they wouldn't start with a faster class because those were more complex than warrior classes. Likewise, players who wanted more agency would play casters

<snip>

Today I think more players are interested in divorcing (a) complexity and (b) agency from classes. So a caster could be simple or complex, provide limited or expansive agency. Likewise a warrior could be simple or complex, provide limited or expansive agency.
Quickleaf sums it up pretty nicely.

The more versatile fighters are already here.

A player wants to be a melee PC and cast spells? Then take Eldritch Knight, or Arcane Trickster, or multiclass into any type of spellcaster, or take Paladin, or Ranger, or Bard. A player can still get in 4 attacks per round and still cast spells.

The options are already there.
Those are all spellcasting options. They therefore are not satisfactory for those players who want to play PCs who are as charming as James Bond, as lucky as Tintin, as versatile as Batman, as puissant as Beowulf, without being magicians.

In the real world, sword fighters can sometimes blind, maim, stun, even insta-kill their enemies, all without using magic. It's an oddity of D&D, that has no connection to verisimilitude, that only magicians can do such things.

Would you prefer to have a 15 page thick chapter on how to handle every tiny special corner case like 3E?
To be honest this is a red herring. There are all sorts of ways of designing mechanically versatile non-caster characters without lists of tedious corner cases. (We reserve that for spellcasters and their pages and pages of spell lists.)

Typically, teleport won't be used except to jaunt back and forth from teleport circles period. A few cities, the PC's headquarters, maybe an emergency place to hole up.
It's a shared game experience with cooperative players. Yes, the player of the wizard gets to decide who teleports and to where once he reaches level 9, but still, its not like the wizard can go off and adventure by himself.
I haven't seen anyone in this thread suggest that the wizard will go and adventure by him-/herself - although that was certainly an aspect of the game back in Gygax's day.

For my part, I am suggesting that a wizard using teleport to jaunt back and forth to the PCs' headquarters is a way of regulating the length of the adventuring day, and thereby potentialy enhancing the number of spells available per unit of action.

This is not a mere theoretical concern on my part. It's been a recurrent feature of FRPGs I've played in which (i) reliable teleportation is available, and (ii) casters and martial PCs have assymetric suites of resources.
 

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Or the fighter can use a shove, or a Battle Master can use a pushing attack and push further.

Or, the caster can use Thunderwave which still requires a missed saving throw.
Shove affects a single target, deals no damage and is size-limited. Thunderwave is not size-limited, affects multiple targets and deals damage even on a successful save. In other words, one Thunderwave is as effective as two or three rounds of shoving.

In keeping with the spirit of this thread, I'd love to hear more anecdotes about this plays out in actual play. Like, when your party is level 5, the wizard has 8-9 spells prepared and can cast, what, two third-level spells? Seems like enough room to prepare some utility but probably not enough slots to use it freely without risking a situation where you can't save the day with fireball because you decided to bypass a spike pit with fly. But I can see that changing at higher levels, maybe?
[MENTION=6777377]Jack the Lad[/MENTION] seems to have a wide range of play experience at a wide range of levels.

In my experience (not with 5e, but with other FRPGs designed along similar lines), the issues open up around 5th to 7th level, when casters start to get a good range of spells with a wide variety of effects (incuding teleport, shapechanging etc) and become more severe at levels around 13+.

The ability of casters to regulate their own rate of recovery (via teleport, Tiny Hut etc) is a part of what causes the problems, because it makes the notional rationing of their abilities per day purely notional.

My experience is that, if you want to balance versatile, daily-based casters with non-versatile, skill-check based martial PCs, you need to design such that the only way a caster can match a martial in combat is by nova-ing all his/her spells. Then the caster has a genuine trade-off to make between combat and utility, and the martial PCs are more likely to dominate combat encounters.
 
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I haven't seen anyone in this thread suggest that the wizard will go and adventure by him-/herself - although that was certainly an aspect of the game back in Gygax's day.

You must have missed the point of that comment. The point is, teleport is a feature of the party, not just of the wizard. The more versatile the wizard is, the more versatile the party is.

People seem to be wrapped around the axle that one PC can do something more versatile than another PC when the point is, it's advantageous to the entire party. This is a player cooperative game, not a player competitive game. At least at the tables I have been at. Sure, there is an occasional immature player, but it's still always been a cooperative game.

For my part, I am suggesting that a wizard using teleport to jaunt back and forth to the PCs' headquarters is a way of regulating the length of the adventuring day, and thereby potentialy enhancing the number of spells available per unit of action.

This is not a mere theoretical concern on my part. It's been a recurrent feature of FRPGs I've played in which (i) reliable teleportation is available, and (ii) casters and martial PCs have assymetric suites of resources.

Hmmm. Odd.

I have been in many games where a retreat on the part of the party typically means an adjustment of NPC forces if the PCs did not wipe out the entire dungeon (fortress, tower, whatever). If the spellcasters nova every encounter and then use teleport to rest up, the next time they come back, the NPCs nova (typically with numbers).

I cannot ever recall a DM who let players get away with that. I guess it happens if you say it does. Just not in the games that I recall.
 

Shove affects a single target, deals no damage and is size-limited. Thunderwave is not size-limited, affects multiple targets and deals damage even on a successful save. In other words, one Thunderwave is as effective as two or three rounds of shoving.

You obviously did not read the link that those comments were referring to as your comment is non-sequitur to them. The point of those comments was that either class could accomplish with 5E what my PC had to do ad hoc in an earlier version without those capabilities.
 

pemerton said:
Those are all spellcasting options. They therefore are not satisfactory for those players who want to play PCs who are as charming as James Bond, as lucky as Tintin, as versatile as Batman, as puissant as Beowulf, without being magicians.

In the real world, sword fighters can sometimes blind, maim, stun, even insta-kill their enemies, all without using magic. It's an oddity of D&D, that has no connection to verisimilitude, that only magicians can do such things.
Yeah integrity of character concept is an important consideration, and all those abilities of a sword fighter can reasonably be expected by a D&D player running a fighter.

Related to the issue of spellcasting options is also niche protection, letting each class solve problems in meaningfully different ways. For example, a caster using the very loud Knock vs. a rogue quietly picking a lock.

You must have missed the point of that comment. The point is, teleport is a feature of the party, not just of the wizard. The more versatile the wizard is, the more versatile the party is.

People seem to be wrapped around the axle that one PC can do something more versatile than another PC when the point is, it's advantageous to the entire party. This is a player cooperative game, not a player competitive game. At least at the tables I have been at. Sure, there is an occasional immature player, but it's still always been a cooperative game.
I think some fighter players just want more options because some players find more options more fun. You can look at it thru the lens of "entitlement" or not. Wizards are just used as a common point of comparison because they have a whole lot of versatility.

Also, I should reiterate that the argument I'm making isn't that fighters should be able to do everything wizards can do, nor vice versa. It's that both should have unique choices that adjust to the play complexity a player prefers.

I have been in many games where a retreat on the part of the party typically means an adjustment of NPC forces if the PCs did not wipe out the entire dungeon (fortress, tower, whatever). If the spellcasters nova every encounter and then use teleport to rest up, the next time they come back, the NPCs nova (typically with numbers).

I cannot ever recall a DM who let players get away with that. I guess it happens if you say it does. Just not in the games that I recall.

I've been in games that went both ways (reactive/restocking enemies & 5 minute workday dungeons). But I think you raise a really important point that has been resurfacing a lot on the forum recently: That D&D's class design lends the game to a certain kind of adventure design. Exploring that point more might help clarify the vastly differing opinions that are held on the QWLF issue.
 

It will always be limited to substandard capabilities outside of combat, and it's combat capabilities will be limited to dealing damage and taking damage.

1) Fighters can inflict status effects: prones, daze, stuns etc etc. So its not just pure damage.

2) For me, when I think of fighters vs wizards I think of the old barbarian esque movies (like Conan). You would have wizards that can raise elementals, summon giant scorpions, steal the souls of man, etc...but when it was Conan vs the Wizard....Conan just couldn't be stopped. In a straight up fight, he was simply superior.


That is martial vs caster balance to me... in some ways giving martial classes more of the "monk like defenses". I will give casters their versatility, and I will even give them decent damage. But of all the classes in a group, a high level fighter should have the least to fear in any situation. He laughs at high level magic....runs right into the monster's jaw with a smile on his face, because he simply...WILL NOT DIE!!


That is part of why I miss the old Indomitable ability. To me that was it right there. A fighter who said "I do not fear magic"...and could back it up.
 

You must have missed the point of that comment. The point is, teleport is a feature of the party, not just of the wizard. The more versatile the wizard is, the more versatile the party is.

People seem to be wrapped around the axle that one PC can do something more versatile than another PC when the point is, it's advantageous to the entire party. This is a player cooperative game, not a player competitive game. At least at the tables I have been at. Sure, there is an occasional immature player, but it's still always been a cooperative game.

I think the issue is that one class can add a lot more to a party then another class can.

Saying "the wizard is balanced because he's limited" assume that a DM will place time limits or other such stresses into an adventure, and not every DM will know to do that; especially since the game won't tell them about that practice and why it's important.
 

That is martial vs caster balance to me... in some ways giving martial classes more of the "monk like defenses". I will give casters their versatility, and I will even give them decent damage. But of all the classes in a group, a high level fighter should have the least to fear in any situation. He laughs at high level magic....runs right into the monster's jaw with a smile on his face, because he simply...WILL NOT DIE!!
Oddly enough, the closest D&D ever came to delivering on that was 1e AD&D, when a high enough level (16+, IIRC) fighter with a few save bonuses could pass any save on a 2.

3e completely hosed that with the fighter having two 'bad' saves and even 'good' saves barely keeping up with the DCs monsters generated, let alone optimized caster DCs.

4e made saves into non-AC defenses, and it /was/ possible to pay some heavy feat taxes and be strong in all of them, but it hardly made you all that tough - and no class had a lock on it.

5e isn't much better than 3e - save DCs can still be optimized, monster DCs pretty nearly track optimal caster DCs - and while good saves keep up, you get only one meaningful good save and would need all six, and straight 20s, to really keep up vs /everything/. Indomitable giving advantage when you might be trying to hit a 20 DC with a -1 penalty really doesn't help.
 

Actually, I wonder why people see the necessity to sprinkle such abilities through the mundane classes and have these mega-discussions about spellcasters being so versatile/powerful and martial characters being so limited.

<snip>

People lose their minds over this "lack of balance" and search for ways to beef up the martial types. Gotta a little clue for those people. The martial types are already balanced. They are better at some things, spellcasters are better at other things.

In keeping with the spirit of this thread, I'd love to hear more anecdotes about this plays out in actual play. Like, when your party is level 5, the wizard has 8-9 spells prepared and can cast, what, two third-level spells? Seems like enough room to prepare some utility but probably not enough slots to use it freely without risking a situation where you can't save the day with fireball because you decided to bypass a spike pit with fly. But I can see that changing at higher levels, maybe?

@Andor and @Sacrosanct , there have been several of these threads ongoing at once so I figured I'd just aggregate folks involved as I'd be curious to get you guys' take on the below. Its going to be a little bit different then just a response about D&D anecdotes because that often seems to lend to accusations of "adversarial GMing (either too much, or not enough) in terms of putting pressure on/shutting down a wizard's pool of means to dictate the workday, dictate the scope of the battlefield (or if there will be on at all), outright transition scenes or end conflicts, etc". Those seem to not go very far and then people who have GMed D&D (and other systems) for 30 years (all systems, all styles/agendas, all levels) start realizing the futility of trying to communicate, and make extrapolations from, their experience to others.

So, I'd be curious if you'd take a moment to read the below and respond. I posted this in another thread as it was relevant to the theme of that thread (process-simulation of various classes' "craft" (eg spellcraft vs fightercraft), versimilitude, and balance). Its very relevant to the theme of this thread as well. I'm going to amend it a bit for this thread.

So I've GMed quite a bit of Dungeon World. None of you might have GMed the system but it shares a lot of GMing principles with old school D&D and 4e (and some other systems). In Dungeon World, the basic resolution scheme for actions (moves) is:

[sblock]Roll 2d6 + (bounded) modifier.

* on a 10 + you do what you set out to do
* on a 7-9 you have success with complications
* on a 6- you mark XP and something not-so-good happens[/sblock]

Every time a Wizard casts a spell, the below player Move is made:

[sblock]
[h=3]Cast a Spell (Int)[/h] When you release a spell you’ve prepared, roll+Int.
On a 10+, the spell is successfully cast and you do not forget the spell—you may cast it again later.
On a 7-9, the spell is cast, but choose one:


  • You draw unwelcome attention or put yourself in a spot. The GM will tell you how.
  • The spell disturbs the fabric of reality as it is cast—take -1 ongoing to cast a spell until the next time you Prepare Spells.
  • After it is cast, the spell is forgotten. You cannot cast the spell again until you prepare spells.
[/sblock]

The math of the system intentionally puts most outcomes in 7-9 as it generates the most compelling and dynamic play.

That is one of the primary drivers of play. The second is the GMing principles and GM Moves:

[sblock]Dungeon World RPG Chapter 13: GM Principles, p 161

Make a Move that Follows
When you make a move what you're actually doing is taking an element of the fiction and bringing it to bear against the characters. Your move should always follow from the fiction. They help you focus on one aspect of the current situation and do something interesting. What's going on? What move makes sense here?​


Dungeon World RPG Chapter 13: GM Moves, p 163 and 164

Moves

- Use a monster, danger, or location move​
- Reveal an unwelcome truth​
- Show sings of an approaching threat​
- Deal damage
- Use up their resources
- Turn their move back on them
- Separate them
- Give an opportunity that fits a class' abilities
- Show a downside to their class, race, <tools/build/powers/equipment>
- Offer an opportunity, with or without cost
- Put someone in a spot​
- Tell them the requirements or consequences and ask <a focused question>​

Choosing a Move

To choose a move, start by looking at the obvious consequences of the action that triggered it. If you already have an idea, think on it for a second to make sure it fits your agenda and principles and then do it. Let your moves snowball. Build on the success or failure of the characters' moves and on your own previous moves.​

If your first instinct is that this won't hurt them now, but it'll come back to bite them later, great! That's part of your principles (think offscreen too). Make a note of and reveal it when the time is right.​
[/sblock]

DW does a great job at formalizing D&D play into a conversation whereby the mode of play is:

a) player move
b) "make a move that follows from the fiction" GM hard move (perhaps use up their resources or introduce a dire peril) if the resolution of the player move is immediate or impending adversity/threat/disaster (6-)
c) "make a move that follows from the fiction" GM soft move (perhaps present an opportunity with cost) if the resolution of the player move is success with complications (7-9)
d) make a soft move that follows from the fiction if the players look to you to find out "what happens next"

All of this is meant to produce a game that (1) "fills the PCs' lives with adventure" and to (2) "see what happens" as you do all of these things. Sounds pretty familiar, right?

Also, just like D&D, its got the familiar pressure points. The players have a very elegant form of encumbrance to deal with (load). The players have to deal with ration/ammo expenditure and replenishment. The players have (a low number of) HPs. They have unified and formalized debilities they might incur. The spellcasters have spell load-out to manage and attempt to recoup. The players have moves to make to Resupply. They also have moves to Take Watch, and to Rest and Recover. These work to facilitate (or not) replenishment of lost resources (rations/ammo, HPs, spells, remove debilities, etc).

Again, sounds pretty familiar, right? Dungeon World also formalizes the exploration and alignment/ethos part of D&D play. These formalized components are key to DW's GMing responsibilities and the output of play. XP is derived through (a) player failure (6- in resolution), (b) resolving a Bond ("so and so saved my life and I owe them a great debt"), resolving your Alignment statement ("endanger yourself to protect someone weaker than you"), and answering exploration questions when the group collectively makes the End of Session move (questions where we all deliberate on what just happened and "what we learned/established.").

With that established, I'd be curious as to your take on the below:

I've probably GMed 25ish sessions of DW (maybe around 80-100 hours). Most of that GMing has had a Fighter character alongside a Wizard character. In Dungeon World, this is how those classes stack up relative to classic D&D (1e - 4e).

1) The Fighter is extremely powerful and has some extremely awesome fiat/trump card abilities (such as the ability to intuit outcomes, who lives or dies, on the battlefield before its been settled...or divine information from the psychic resonance or spirits of those who have held/died by his signature weapon).

2) The Fighter has + 2 armor (damage reduction versus physical damage-in to HPs) base (and suffers no debility due to wearing that heavy armor), d10 + Con HP and d10 damage. The Wizard has 0 armor base, and d4 in both HP and damage.

3) The Wizard gets less (significantly so when considering some editions) spells known and their spell load-out is less than any Wizard in D&D (sans 4e and not too terribly far from 1e). However, they can cast (costly - not just gold) rituals, dismiss ongoing spells and enact wards, and empower spells (if they take that move latter) among other archtypical wizardly things.

4) The Wizard's spells are less powerful than in D&D 1e-3.x and 5e.

5) The Wizard must interface with the basic action resolution mechanics every time they cast a spell (test their spellcraft). Fallout from success with complications may be challenging while fallout from failure should be rather unwelcome (to the character...hopefully the player finds fun in it!).

All of these things persist in DW. Fighters are combat monsters with awesome archtypal stuff (like destroying inanimate objects and being crazy athletic which typically involves Defying Danger and making world moves with good physical stats) and some incredible trump card abilities (maybe Parlay using Strength or uncanny intuition/ awareness that might be borderline supernatural...or it may just be "mundane" precognition). Regardless of that, Wizards are every part as powerful and as fun in play as Fighters. Dungeon World is undoubtedly balanced and it produces Fighters and Wizards that are engaging and perform to their legendary archetypes in both combat and noncombat conflict resolution.

Any thoughts on this DW paradigm persisting side by side with the classic D&D Fighter vs Wizard class mechanics model and its own output in play? Specifically, how is the rhetorical position that the D&D Wizard (who is more powerful than an Ars Magica Wizard) and the (4e exempt) D&D Fighter are balanced compatible with Dungeon World's own model?
 
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I think some fighter players just want more options because some players find more options more fun. You can look at it thru the lens of "entitlement" or not.

I tend to view it through that lens when 5E gives the fighter player four different options:

1) Just be a fighter: Champion.
2) Be a fighter with a lot of maneuvers: Battle Master.
3) Be a spell casting fighter: Eldritch Wizard.
4) Multiclass into one or more of dozens of other possibilities.

and people are still talking about the QWLF issue as if WotC has not addressed it.

The game has two different types of out of combat resolution systems: skill and spells.

But, people seem to want a third system (not psionics): fighter stuff that isn't spells and isn't maneuvers that give the player of a fighter a lot of options both in and out of combat.

The PHB hasn't been out for two weeks and very few people have actually played high level and the bandwagon has already been jumped on. So yes, I consider it a bit of entitlement when WotC has given players a lot of options to play a fighter and still do cool stuff both in and out of combat and it STILL isn't good enough.

Obviously, there are people who do not view it that way and maybe D&D is not the game system for those people. Personally, I will play the game for a while before deciding that fighters suck out of combat. I'm a bit speechless for anyone who thinks that they suck in combat.


From my impression of the rules so far, fighters rule in combat. Sure, the wizard can heavily mop up a few encounters with fireballs or cone of cold or whatever. To me, this just means more encounters in an adventuring day because the wizard made some of the encounters much easier. This is not just a good thing, it's a great thing. As a player, I want to explore the entire dungeon and not have to rest up. Having some heavy firepower on my team for when needed is a good thing.

And fighters have nearly as many proficient skills as most other PCs out of combat.


On the rest and length of day issue, if you have a player of a wizard who shoots his wad in the first two or three encounters, at my table, the players would not be resting up. They would rest up when nearly all of the PCs are out of spells and healing resources, not just one player. I think 5E manages this extremely well with the concept of cantrips.
 

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